Difference between revisions of "Wall of Fog (spell)"

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Stronger [[Beaufort Scale|winds]] are capable of dispersing a greater portion of the fog, or removing it entirely, depending upon their strength and area of effect. In all such cases, the fog yields readily to sustained or forceful air movement, breaking apart and thinning in response, rather than resisting or reforming against it.
 
Stronger [[Beaufort Scale|winds]] are capable of dispersing a greater portion of the fog, or removing it entirely, depending upon their strength and area of effect. In all such cases, the fog yields readily to sustained or forceful air movement, breaking apart and thinning in response, rather than resisting or reforming against it.
  
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See also,<br>
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[[Darkness (spell)]]<br>
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[[Fog Cloud (spell)]]<br>
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[[Haze (spell)]]<br>
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[[Murk (spell)]]
  
 
[[Category: Illusionary Spells]][[Category: Reviewed]]
 
[[Category: Illusionary Spells]][[Category: Reviewed]]

Revision as of 17:30, 13 April 2026

Wall of Fog (spell).jpg

Wall of fog conjures a dense wall of misty vapour that severely limits visibility within the affected area, obscuring normal sight as well as infravision and ultravision. The fog may be created at any chosen location, whether over land or water, and may extend through buildings, across open ground or along confined spaces such as corridors. Its height and depth are determined by the caster, within the limits of their ability.

Wall of Fog
Range 30 ft. +10 per level
Duration 2-8 rounds, +1 per level
Area of Effect six 10 ft. diameter cubes
per level
Casting Time 1 round
Saving Throw negates
Level illusionist (1st)

Contents

The fog is completely harmless, producing no direct injury or suffocation, though creatures with an intelligence of less than 4 will instinctively "go to ground" within it, remaining still or seeking cover rather than attempting to move through the obscured area. Creatures of greater intelligence may pass through the fog, but must do so without clear sight, relying on touch, sound and memory to guide their movement.

When the spell's duration ends, the fog does not vanish at once, but dissipates gradually over three complete rounds. During this time, visibility improves steadily, expanding by two hexes each round, until the vapour has entirely dispersed and full visibility is restored.

Visibility

Within the spell's fog, visibility is reduced to one hex exactly. Combatants may therefore engage in hand-to-hand combat within it, suffering no penalty to hit or damage, but missile weapons cannot be used effectively, as targets cannot be seen beyond this distance. Attack spells may be cast blindly into the fog, while audial-based spells, such as chant, audible glamer and magic mouth, are strengthened by the concealment, as their sources remain unseen.

In any hex adjacent to the wall of fog, visibility is limited to one hex when looking into the fog, or extends to three hexes when looking along its edge. Visibility remains completely normal when looking away from the wall.

A gust of wind spell can cut through a wall of fog with great force, driving the vapour aside and creating a clear passage through the affected area; on the round following its discharge, the space directly struck by the wind is completely cleared of fog. This effect is immediate and does not require the fog to dissipate naturally, though the surrounding vapour remains and may close in again if the spell's duration has not yet ended.

Stronger winds are capable of dispersing a greater portion of the fog, or removing it entirely, depending upon their strength and area of effect. In all such cases, the fog yields readily to sustained or forceful air movement, breaking apart and thinning in response, rather than resisting or reforming against it.


See also,
Darkness (spell)
Fog Cloud (spell)
Haze (spell)
Murk (spell)